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Cool cards that no one plays part 2 (Red)


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Reply to topic    Magic-League.com Forum Index -> Legacy (T1.5) Decks
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Black_Dog



Joined: 29 Sep 2006
Posts: 161

PostPosted: Thu Nov 15, 2007 3:10 am    Post subject: Cool cards that no one plays part 2 (Red) Reply with quote

Ok so these cards are VERY deck specific but considering the color, 90% of all decks coming from Red are this archtype. Both to some degree do the similar things, yet I'm friggin amazing I haven't seen either of these cards played.
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Final Fortune

RR

Instant

Take an extra turn after this one. At the end of that turn you lose the game.
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WTF? another turn for 2 mana? Granted if you dont win, you're screwed. Now apart from crappy combo's you can pull with timewalk and platinum angel, practically speaking this card is great for Burn and Aggro.

With Burn and Aggro its a race. Theirs all or nothing. You maximize your deck to deal the most damage as fast as possible. Theirs no control, no slowing your opponent down (MAYBE wastelands) but just pure ballstomp.

If you've played burn or mono red aggro, you've probibly lost so many games where one more turn could have sunk it in. This is your card. 2 mana. Cheap. Instant.

Sure you lose at the end of the 2nd turn, but then again you're already semi-suicidal for playing mono red burn/aggro anyway.

Go for broke. Try Final Fortune.

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Fury of the Hoarde

5RR

Sorcery

You may remove two red cards from your hand rather than pay Fury of the Hoarde's mana cost.

Untap all creature's that attacked this turn. After this main phase their is an additional combat phase followed by an additional main phase.
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Again same principle as Final Fortune. Running a card to maximize your damage output, which rather than some other burn card or another quick creature, give yourself an entire combat phase. Hold it in your hand with two creatures or spells. Wait till you're opponents attack and have their defenders tapped, next turn let this fly.

The fact that you can pay it for free is the key.

If I actually ran Goblins anymore I'd MD 2 of these in.

With both cards I think its a bit silly they're not seeing play. Perhaps they're viewed as fluff but with Red I disagree entirely.

Comments? Other cards?
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lennin
Guest





PostPosted: Thu Nov 15, 2007 3:15 am    Post subject: Reply with quote

i used to play a fury the horde in my sb of goblin bidding with md burning wishes last year, i never really cast it so im not sure how good it is
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Black_Dog



Joined: 29 Sep 2006
Posts: 161

PostPosted: Thu Nov 15, 2007 3:45 am    Post subject: Reply with quote

yeah i mean in Theory these cards sound great. in practice i dunno.
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Avata



Joined: 03 Dec 2006
Posts: 372

PostPosted: Thu Nov 15, 2007 5:11 am    Post subject: Reply with quote

Final Fortune did see some tournament play the first time around. The main issue is that in Legacy, a red aggro deck is going to be trying to win on turn 4. At that time, it can expect 2-3 lands in play, which means you have to spend all your mana just to get that extra turn. If you waste an entire turn to get a turn, it defeats the point.

That, and in Legacy, Final Fortune is competing with high powered red finishers like Fireblast, Goblin Grenade, Shrapnel Blast, etc.
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Black_Dog



Joined: 29 Sep 2006
Posts: 161

PostPosted: Thu Nov 15, 2007 5:15 am    Post subject: Reply with quote

Which is why Fury of the Hoarde costs no mana to cast...

but I'm glad you said Goblin Grenade. Another good card that sees little play in Goblin decks.

And one of the 3 cards that saved Fallen Empires from being a completely useless set.
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lennin
Guest





PostPosted: Thu Nov 15, 2007 5:19 am    Post subject: Reply with quote

theres no reason to play goblin gernade in goblins
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Eldariel



Joined: 15 Jun 2006
Posts: 180

PostPosted: Thu Nov 15, 2007 6:16 am    Post subject: Reply with quote

Final Fortune is a problem, since multiples are always worthless and it costs you a cardslot. In burn, you should rather be using that card to burn the face; wasting a card to get an extra chance at topdecking isn't exactly the way to win in a deck that already sucks in terms of card efficiency.

Red beats could use the card, but the sitiuations where it's good are so damn specific that it's rarely worth it, and if you run into Force or something on a calculated kill, you just lose instead of getting few topdecks and try again a turn later.
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ILikeBananas



Joined: 01 Aug 2006
Posts: 129

PostPosted: Thu Nov 15, 2007 9:21 am    Post subject: Reply with quote

I don't think fury of the hoard is good. You have to committ 3 red cards to do it. If they run hand disruption, it's going to be a dead card that much more often. Might be ok in an aggro deck that doesn't need to commit over 2 creatures to the board to win (tarmogoyf?). Also, take into consideration that the best case is if your attackers get through x 2. If they can block, this card is not very good.

3 cards to get an extra attack through sometimes? I'd rather run removal cards that can both deal with threats and clear the path. 5RR = forget about hard casting it in this format.

Good suggestions though. I like innovation.
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TugaChampion



Joined: 26 Jan 2006
Posts: 348

PostPosted: Thu Nov 15, 2007 9:45 am    Post subject: Reply with quote

I thought you liked bananas!
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Thorns



Joined: 16 Aug 2006
Posts: 817
Location: Rath

PostPosted: Thu Nov 15, 2007 10:39 am    Post subject: Reply with quote

Final Fortune and Last Chance and Warrior's Oath seem to be great. I've tested them. They're not worth the slot. Burn wants the most out of every card it draws. Lightning Bolt, Chain Lightning, Rift Bolt and Lava Spike all deal 3 damage for 1 red mana. How much do Fortune, Chance and Oath do? Zero. And for RR on top of it! Also, as stated above, Burn wants to win by turn four, latest, and will generally have like 3 lands out. Dedicating two of those resources to gain a turn isn't worth it when you can deals 6 damage with that much mana.

Fury of the Horde is just bad. Seize the Day was played once in a while and Savage Beating didn't see play at all. The problem is you need a fatty to go unblocked, and twice. Sure you can burn your opponent's critters away, but your just losing cards for a minor advantage. It's better just to run more creatures than to run this, you'll be putting more pressure on your opponent that way.
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KeySam



Joined: 14 Oct 2005
Posts: 495

PostPosted: Thu Nov 15, 2007 12:43 pm    Post subject: Reply with quote

Dont play Final Fortune in burn, final fortune is great in Zoo for example in extendet. Yesterday i played it in an kithikin "boros" in the extended trial. I finished 5th ./ but final fortune saved my ass a lot of times, the fact that its an instant and you can cast it eot after your opponent taps out to draw, or... Its realy underrated here, of course dont play it in burn in burn a card draw spell would be better then this. Thats my thoughts.
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LONE_GUNMAN



Joined: 02 Feb 2006
Posts: 52

PostPosted: Fri Nov 16, 2007 2:16 am    Post subject: Reply with quote

fury of the hord = bad...there is no reason to play it for no mana but nail 2 other cards. 4 mana for the same thing without hand disadvantage. red needs cards in hand.

Last chance = good but not good enough... sorcery isnt good enough for the drawback

final fortune = GOOD!!! fortune will replace itself,untap your land and allow for more land drops. At worst it narrows your deck to be more specific and allow for a last ditch effort. gives a LAST CHANCE to win the game when you know you will lose. it only needs to be a 1-of anyway

FINAL FORTUNE COMBO! final fortune + isochron scepter + platinum angel(or angel's grace on another stick)
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LONE_GUNMAN



Joined: 02 Feb 2006
Posts: 52

PostPosted: Fri Nov 16, 2007 2:24 am    Post subject: Reply with quote

and gobline grenade is horrible, it is a sorcery. i have tried it in a 2 week testing of goblins. it needs to be instant to use it.

i do believe i have found the best Rg and Rw versions of gobbos. and neither include a md gempalm either. you need to the face damage 1st game. 2nd game you need to deal with the creatures. it is odd but true. a 2/3 1st turn kird ape is probably the biggest creature threat toward goblins.( Crying or Very sad cant hit with lackey ftw)
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Thorns



Joined: 16 Aug 2006
Posts: 817
Location: Rath

PostPosted: Fri Nov 16, 2007 8:50 am    Post subject: Reply with quote

I don't understand what being an instant does for Final Fortune. Sure you can play it at the end of your opponent's turn, but it would be your turn anyway, so you might as well play it at the end of yours...

Rules question: If my opponent plays Time Walk on their turn and I play Final Fortune in response, what happens?
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Vodka_7up



Joined: 06 Oct 2004
Posts: 188

PostPosted: Fri Nov 16, 2007 2:01 pm    Post subject: Reply with quote

What about Final Fortune in say Affinity(hard to get the mana I know), Goblins, or some other deck with creatures that turn sideways.

To counter the point that it's a dead card in multiples, why not just play one or two so that doesn't happen.
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